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Latest CMO Lua documentation.

 
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Latest CMO Lua documentation. - 1/8/2020 1:36:29 AM   
tjhkkr


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Hey there:
Where can I find the latest LUA CMO documentation?
Thank you.

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RE: Latest CMO Lua documentation. - 1/8/2020 5:12:18 AM   
michaelm75au


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From: Melbourne, Australia
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Still under http://commandlua.github.io/index.htm

I intend to review and update when I get the chance as some errors have been reported with the commands.

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RE: Latest CMO Lua documentation. - 1/9/2020 7:59:37 PM   
tiag

 

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Can you maybe give a look what is going on with the QueryDB function?!

It is not working at all.

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Post #: 3
RE: Latest CMO Lua documentation. - 1/10/2020 9:06:33 AM   
erwinuri


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Joined: 9/25/2019
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quote:

ORIGINAL: michaelm75au

Still under http://commandlua.github.io/index.htm

I intend to review and update when I get the chance as some errors have been reported with the commands.


Page Not Found Error 404...Am I the only one seeing this when pressing the link?

< Message edited by erwinuri -- 1/10/2020 9:07:01 AM >


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Post #: 4
RE: Latest CMO Lua documentation. - 1/10/2020 1:10:58 PM   
stilesw


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From: Hansville, WA, USA
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This link works for me:

http://commandlua.github.io/

-WS

< Message edited by stilesw -- 1/10/2020 1:23:22 PM >


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Post #: 5
RE: Latest CMO Lua documentation. - 1/10/2020 10:17:27 PM   
michaelm75au


Posts: 13421
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From: Melbourne, Australia
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quote:

ORIGINAL: erwinuri

quote:

ORIGINAL: michaelm75au

Still under http://commandlua.github.io/index.htm

I intend to review and update when I get the chance as some errors have been reported with the commands.


Page Not Found Error 404...Am I the only one seeing this when pressing the link?

Looks like I cut-off the URL - missing a 'l' on the file name
http://commandlua.github.io/index.html


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Michael

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Post #: 6
RE: Latest CMO Lua documentation. - 1/17/2020 3:05:51 PM   
kevinkins


Posts: 2249
Joined: 3/8/2006
Status: online
I recently read about something over at warfare sims in lua for CMO I would like to experiment with:

"Additionally, this ability can allow simulating “dormant” states for units (e.g. units begin a scenario in a “comatose” state, but later because of XYZ they become activated)."

Is this is the latest documentation? I have looked at all the functions and maybe I missed the key ones. Thanks.

Kevin



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Post #: 7
RE: Latest CMO Lua documentation. - 1/17/2020 8:25:46 PM   
michaelm75au


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From: Melbourne, Australia
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I'm not sure what that refers to. A 'unit' is always 'active' or 'destroyed' in the scenario.
Maybe they are referring to something like adding a unit (ScenEdit_addUnit) when certain conditions are met, or putting them on a dummy side before switching to active side (ScenEdit_SetUnitSide)???

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Michael

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RE: Latest CMO Lua documentation. - 1/18/2020 2:18:54 PM   
kevinkins


Posts: 2249
Joined: 3/8/2006
Status: online
If you don't know Michael, we are all at a loss. The full section is below and mentions new "hooks". Maybe this was never implemented. It sounds interesting and worthy of some trials if or when available.

"Lua loco

The Lua API continues its expansion in CMO and offers additional hooks into the simulation engine as well as various methods for pulling the strings of the running scenario. One of the new hooks ties directly into the AI model: You can individually instruct units to, quite literally, not think for themselves (You in the back, quipping “you mean they do this now?” – SIT DOWN!). More specifically, you can set individual units to skip their AI routines for evaluating valid targets and picking out the primary one among them. This has two direct benefits:

It makes it easier to implement custom targeting AI routines in Lua, since an author not longer has to “compete” with the build-in AI for this.
As these routines are among the most CPU-expensive pieces of the simulation pipeline, disabling them can have a drastic effect on the speed & scalability of a large scenario. For example, if you disable the AI cycles of all static/inactive buildings, then only “active” units will use the CPU for this work (internally Command already does a lot of such optimizations, but since it cannot “intrinsically” know which units are static & inactive, it has to check them, which itself is not free). Additionally, this ability can allow simulating “dormant” states for units (e.g. units begin a scenario in a “comatose” state, but later because of XYZ they become activated)."

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Post #: 9
RE: Latest CMO Lua documentation. - 1/21/2020 3:28:18 PM   
KnightHawk75

 

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@kevinkins

Is this what you're looking for? (post5) I asked awhile back and got the answer.
https://www.matrixgames.com/forums/tm.asp?m=4720573#

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Post #: 10
RE: Latest CMO Lua documentation. - 1/21/2020 4:00:08 PM   
kevinkins


Posts: 2249
Joined: 3/8/2006
Status: online
Thanks alot. That looks like it is what I need to get started.

Kevin

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“The study of history lies at the foundation of all sound military conclusions and practice.”
― Alfred Thayer Mahan


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Post #: 11
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